gecko-dev/dom/canvas/WebGLTypes.h

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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef WEBGLTYPES_H_
#define WEBGLTYPES_H_
// Most WebIDL typedefs are identical to their OpenGL counterparts.
#include "GLTypes.h"
// Manual reflection of WebIDL typedefs that are different from their
// OpenGL counterparts.
typedef int64_t WebGLsizeiptr;
typedef int64_t WebGLintptr;
typedef bool WebGLboolean;
namespace mozilla {
namespace gl {
class GLContext; // This is going to be needed a lot.
} // namespace gl
/*
* WebGLTextureFakeBlackStatus is an enum to track what needs to use a dummy 1x1 black
* texture, which we refer to as a 'fake black' texture.
*
* There are two things that can cause us to use such 'fake black' textures:
*
* (1) OpenGL ES rules on sampling incomplete textures specify that they
* must be sampled as RGBA(0, 0, 0, 1) (opaque black). We have to implement these rules
* ourselves, if only because we do not always run on OpenGL ES, and also
* because this is dangerously close to the kind of case where we don't
* want to trust the driver with corner cases of texture memory accesses.
*
* (2) OpenGL has cases where a renderbuffer, or a texture image, can contain
* uninitialized image data. See below the comment about WebGLImageDataStatus.
* WebGL must never have access to uninitialized image data. The WebGL 1 spec,
* section 4.1 'Resource Restrictions', specifies that in any such case, the
* uninitialized image data must be exposed to WebGL as if it were filled
* with zero bytes, which means it's either opaque or transparent black
* depending on whether the image format has alpha.
*/
enum class FakeBlackType : uint8_t {
None,
RGBA0001, // Incomplete textures and uninitialized no-alpha color textures.
RGBA0000, // Uninitialized with-alpha color textures.
};
/*
* Implementing WebGL (or OpenGL ES 2.0) on top of desktop OpenGL requires
* emulating the vertex attrib 0 array when it's not enabled. Indeed,
* OpenGL ES 2.0 allows drawing without vertex attrib 0 array enabled, but
* desktop OpenGL does not allow that.
*/
enum class WebGLVertexAttrib0Status : uint8_t {
Default, // default status - no emulation needed
EmulatedUninitializedArray, // need an artificial attrib 0 array, but contents may be left uninitialized
EmulatedInitializedArray // need an artificial attrib 0 array, and contents must be initialized
};
/*
* Enum to track the status of image data (renderbuffer or texture image) presence
* and initialization.
*
* - NoImageData is the initial state before any image data is allocated.
* - InitializedImageData is the state after image data is allocated and initialized.
* - UninitializedImageData is an intermediate state where data is allocated but not
* initialized. It is the state that renderbuffers are in after a renderbufferStorage call,
* and it is the state that texture images are in after a texImage2D call with null data.
*/
enum class WebGLImageDataStatus : uint8_t {
NoImageData,
UninitializedImageData,
InitializedImageData
};
/*
* The formats that may participate, either as source or destination formats,
* in WebGL texture conversions. This includes:
* - all the formats accepted by WebGL.texImage2D, e.g. RGBA4444
* - additional formats provided by extensions, e.g. RGB32F
* - additional source formats, depending on browser details, used when uploading
* textures from DOM elements. See gfxImageSurface::Format().
*/
enum class WebGLTexelFormat : uint8_t {
// returned by SurfaceFromElementResultToImageSurface to indicate absence of image data
None,
// common value for formats for which format conversions are not supported
FormatNotSupportingAnyConversion,
// dummy pseudo-format meaning "use the other format".
// For example, if SrcFormat=Auto and DstFormat=RGB8, then the source
// is implicitly treated as being RGB8 itself.
Auto,
// 1-channel formats
A8,
A16F, // OES_texture_half_float
A32F, // OES_texture_float
R8,
R16F, // OES_texture_half_float
R32F, // OES_texture_float
// 2-channel formats
RA8,
RA16F, // OES_texture_half_float
RA32F, // OES_texture_float
RG8,
RG16F,
RG32F,
// 3-channel formats
RGB8,
RGB565,
RGB11F11F10F,
RGB16F, // OES_texture_half_float
RGB32F, // OES_texture_float
// 4-channel formats
RGBA8,
RGBA5551,
RGBA4444,
RGBA16F, // OES_texture_half_float
RGBA32F, // OES_texture_float
// DOM element source only formats.
RGBX8,
BGRX8,
BGRA8
};
enum class WebGLTexImageFunc : uint8_t {
TexImage,
TexSubImage,
CopyTexImage,
CopyTexSubImage,
CompTexImage,
CompTexSubImage,
};
enum class WebGLTexDimensions : uint8_t {
Tex2D,
Tex3D
};
// Please keep extensions in alphabetic order.
enum class WebGLExtensionID : uint8_t {
ANGLE_instanced_arrays,
EXT_blend_minmax,
EXT_color_buffer_float,
EXT_color_buffer_half_float,
EXT_frag_depth,
EXT_sRGB,
EXT_shader_texture_lod,
EXT_texture_filter_anisotropic,
EXT_disjoint_timer_query,
MOZ_debug_get,
OES_element_index_uint,
OES_standard_derivatives,
OES_texture_float,
OES_texture_float_linear,
OES_texture_half_float,
OES_texture_half_float_linear,
OES_vertex_array_object,
WEBGL_color_buffer_float,
WEBGL_compressed_texture_astc,
WEBGL_compressed_texture_atc,
WEBGL_compressed_texture_etc,
WEBGL_compressed_texture_etc1,
WEBGL_compressed_texture_pvrtc,
WEBGL_compressed_texture_s3tc,
WEBGL_debug_renderer_info,
WEBGL_debug_shaders,
WEBGL_depth_texture,
WEBGL_draw_buffers,
WEBGL_lose_context,
Max,
Unknown
};
class UniqueBuffer
{
// Like UniquePtr<>, but for void* and malloc/calloc/free.
void* mBuffer;
public:
UniqueBuffer()
: mBuffer(nullptr)
{ }
MOZ_IMPLICIT UniqueBuffer(void* buffer)
: mBuffer(buffer)
{ }
~UniqueBuffer() {
free(mBuffer);
}
UniqueBuffer(UniqueBuffer&& other) {
this->mBuffer = other.mBuffer;
other.mBuffer = nullptr;
}
UniqueBuffer& operator =(UniqueBuffer&& other) {
free(this->mBuffer);
this->mBuffer = other.mBuffer;
other.mBuffer = nullptr;
return *this;
}
UniqueBuffer& operator =(void* newBuffer) {
free(this->mBuffer);
this->mBuffer = newBuffer;
return *this;
}
explicit operator bool() const { return bool(mBuffer); }
void* get() const { return mBuffer; }
UniqueBuffer(const UniqueBuffer& other) = delete; // construct using Move()!
void operator =(const UniqueBuffer& other) = delete; // assign using Move()!
};
} // namespace mozilla
#endif